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An ATARI magazine
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ISSUE ONE
DECEMBER/JANUARY 1982
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INSIDE...
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VULTURES!
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Cassette 3~ King, Magicians Caves
Cassette 4- Maze, Robot Chase and
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YEARS
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Birbeck and Sons Ltd.
26-28 Fleet Street * Birmingham B31JY
0212364602
iTM
An ATARI magazine
CONTENTS
ISSUE 1
DEC/JAN 1982
EDITORIAL. 4
-■»»* + + +■ I lii
NEWS
SECRET CODE........... .„ Les Ellingham
ADVENTURE... AMERICA Jeff Woodward
VULTURES M Stan Ockers
MORE GRAPHICS MODES Colin Boswell
WHAT'S NEW... Geoff Brown
ATARI ATTRACTS Phil Griffin
SOFTWARE REVIEWS „..,„„ 15
FIRST STEPS Mike Reynolds-Jones 17
CLUB CALL......... 18
5
6
8
9
11
12
14
PAGE 6
Word processing by M .W. S. Ltd.
Printed by Birbeck & Sons Ltd.
Published by B.U.G.
Editor
Editorial Offices
Les Ellingham
Tel. 0785 41153
(Evenings)
Thanks to. .,,.J*ff Woodward , Graham Bennett,
Mike Reynolds-Jonss , David Sarpy, Phil Griffin,
Geoff Brown, Miks Aston, Mike Woodroffe,
Mike Dunn, Colin Boswell, Andrew Jones,
Peter Fr&ney , Howard Jonas for ihsir
d07itributions or help. Apologies to anyone I
may have miassd.
Subscriptions to PAGE 6 are
available from:
PAGE 6, 18 .Underwood Close,
Parkside, Stafford
1 year (6 issues) £3.75
Single copies 65p inc. p. a p.
Cheques etc. payable to B.U.G,
PAGE 6 is published bi-monthly
/ \
B ATARI is a registered trademark
of Atari, Inc. All references
should be so noted
^
)
Issue 1
PAGE 6
Anew Atari magazine!
Welcome to issue 1 of PAS! 6. The
magazine has been put together by a group
of Atari enthusiasts who came together as
the Birmingham User Group, the largest
independent Atari Computer Club in this
country to hold regular meetings. I was
appointed Newsletter Editor but quickly
realised that we could produce a good
guality magazine that could be enjoyed by
Atari enthusiasts throughout the country.
This first issue has involved a
considerable effort by a small group of
people and the Editor in particular to
try and establish a magazine that Atari
enthusiasts everywhere could be proud of.
I hope we have succeeded - tell us what
you think.
The future of the magazine is now in
your hands - the content of the next
issues needs to be supplied by YOU - the
readers. Articles, programs, views,
letters and all contributions are
invited. We are not a profit-making
organisation and therefore cannot
normally pay for articles but by
contributing you will benefit from an
ever improving magazine which will help
you get maximum enjoyment out of your
Atari computer. With your help, PAGE 6
will become THE Atari magazine.
JUST A GAMES MACHINE ?
One of the aims of page 6 will be to
tell people that the Atari 400 and 800
are home COMPUTERS. True they are
excellent games machines - the best - but
an image has grown up that that is all
they are. Atari themselves seem to be
happy with this situation so it is up to
Atari enthusiasts to change the image.
PAGE 6 will, through its pages, tell
people what these machines can REALLY do.
Games will have their place in the
magazine of course, but we will also
explore business and education and other
subjects. Many people will buy Atari
con^uters this Christmas and will then
find that they have no-one to turn to
when they want to learn computing. None
of the general U.K. computing magazines
are of much help and PAGE 6 will welcome
new owners as well as old hands. If you
believe in Atari, tell your friends and
when they have bought their computer tell
them about PAGE 6. Better still tell
them about PAGE 6 first so that they can
begin straight away to enjoy Atari
computing .
PAGE 6 will be your magazine - if you
want it. Write and tell me what you
think of the first issue - do you really
need an Atari magazine? If you do, take
out a subscription or persuade your local
dealer to stock PAGE 6. As our
distribution grows the magazine will get
bigger and better.
I would like to thank all those who
contributed to this issue and in
particular my wife who provided many
hours of help (voluntarily') ,
And finally.. .thanks to Clive Thomason
without whose efforts B.U.G. would have
not been founded and PAGE 6 would not
have been born.
WHY PAGE 6 ?
Old hands at Atari programming will
already know the answer. We wanted a
name for the magazine that you could
easily remember, but more importantly one
that would specifically indicate that the
magazine was for Atari computers. For
those who don't know, the memory inside
your Atari is arranged in 'pages'. Each
page holds 256 memory locations which
contain the information necessary to make
things work. Page 6 is a location from
decimal address 1536 which is set aside
as a protected memory area for the user.
The most common use is for short machine
language routines for use in your Basic
program. If you don't know about page 6
yet, keep reading PAGE 6, you'll soon
learn.
Issue 1
PAGE 6
News
Atari slashes prices again" The 800
has had a massive £100 price cut bringing
the R.R.P to £399.99 including Basic.
Time to trade in?
Latest availability rumours,-.-, are that
early December will see the last shipment
of 400 's to retailers this year and
supplies are short. Seems that somebody
thought that we wouldn't be spending any
money this Christmas I
Atari will be bringing out a BOM
Cartridge of Defender early next year
which looks excellent. There are rumours
however that an even better version has
been written, but Atari has the rights I
spinnaker is a new range of educational
software that has been specially
developed to help youngsters learn while
having fun. It will be distributed here
very shortly by Calisto Software Ltd.
A couple of books to look out for early
next year are Compute's Book of Atari
Graphics and Computer Animation Primer
published by BY/TE/McGraw - Hill Books.
The Compute! book promises to be very
interesting whilst Computer Animation
Primer contains some excellent Atari
material^ particularly featuring GTIA. No
news yet as to availability but we hope
to review both books as soon as they are
available in the U.K.
PAGE 6 hopes to extend the idea of
•Public Domain 1 programs to this country.
Certain authors in the States are happy
to allow their programs to be published
and used or amended by all. The only
proviso is that you cannot sell them and
should give due credit when they are
used. Let us hope this splendid idea
catches on - we look forward to hearing
from all budding authors and programmers
out there - share your ideas with other
Atari Enthusiasts.
Scott Adams comes to U.K.
Adventure International (UK) Ltd. , is to
be set up in mid January by Mike
Wbodroffe of Calisto Computers Ltd. Ihe
company will be based in Birmingham and
will have full facilities for
manufacturing the entire range of
Adventure International Software. Hie
packaging will still be brought in from
America but the tapes and disks will be
manufactured here meaning that for the
first time U.K. users will be able to buy
software at a price compatible with the
U.S price. Only VAT will need to be
added to what should be a straight
sterling - dollar equivalent.
In addition to manufacturing there will
be an in-house software development team
to develop and market ' home-grown '
software. As well as developing their
own software they will be offering
facilities for users to submit programs
for possible inclusion in their range
with good royalties and the chance of
full distribution both here and In the
States. This will be the first major
opportunity for UK written software to be
distributed on a major scale in the
U.S.A.
There will of course be full technical
back-up for all Adventure International
products and the latest programs should
be available at the same time they are
released in the States, The U.K. has up
to now been slow to develop the software
side of the business for the major home
computers but this new venture should
bring an enormous surge of interest.
Scott Adams himself will be coming to
the U.K. shortly for a promotional tour
and we look forward to welcoming one of
the most well known 'names' in the
computing world. PAGE 6 will be bringing
you an interview if we can tie him down
long enough!
Issue 1
PAGE 6
SECRET CODE
16 K
Les El ling ham
Secret Code is the classic Codebreaker
or Mastermind type program.
Hie computer will choose a number using
the digits 1 to 9 and your task is to
work out the mystery number using your
powers of deduction. You may choose the
length of the number - 3 f 4 or 5 digits -
and can play alone or with another
player. With two players you will both
be trying to guess the sane number so
don't give too much away I Enter your
guess by choosing a series of numbers
from the keyboard. If you make an error
before the last number press the space
bar twice to erase the line. Each time
you enter your guess you will be given
clues on whether your number is right.
You will see a '1* for each number which
is right and in the right place and a "0 1
for each number which is right but in the
wrong place. If nothing is shown, none
of your numbers are right. You have TEN
guesses- If you run out the mystery
number will be revealed. To go on to the
next numbet press any key except SPACE,
Press SPACE to start afresh.
1 REfl $*^a^^c^^^^^^*^***t****
2 hLfi # *
3 REfl % SECRET CODE -*-
4 REfl % by *
6 REP1 * #
7 Rti'i # L*s En mghao* t
8 REH $ *
9 REN \,.-^Z-.i.'j.;i.&:&&fr
10 01 ft PL3 : < 1 2 > f Z$< 1 5 > * S*< 7 > m PT^; 7 > > S$C 5 >
#f#4*< 5 >*M*< 5 >*S< 2 ■'
15 OPEN #i*4*0* ,l »<: w
28 REH t&& TITLES #**
38 GRAPHICS 2+16S9ETCOL0R 4*10*5:SETCOLO
40 POSITION 4*5:? #6* "SECRET CODE " : 60SU8
740
5a 6RRFHICS 2+16S3ETC0L0R 4*18*5:SETC0L0
R S*13*8:SETC0L0R 1*0*0
6U rOfi X=20 TO 245
e? v=v+i:if v>ie then v=e
79 Pud I T I ON INK RNIK >$ 1 8 >+ 1 # I NT< RND< >t
10^+1 = ? #6 i 1 MR RND< )£S >+ 1
7b if Y*18 THEN SOUND 0,X,1O*3
80 NEXT X: SOUND 0*8* @*@: 60SUB 730
96 FOR ht=l TO 6: POSITION 6*2+As? #6*"
''iNEXT H
L 80 PCS I T I ON 7 #4: ? #6 i CHR3X 17 j * CHR*< 2 1 > *
CHR*C iS )*CHR*< 23 >*CHR*<: 17 >
U0 GQSUB 750.
L 28 POS IT ION 7*7: ? #6*CHR*< 25 > ; CHR$< 13 > i
CHR*< IS >*CHR£< 17 >*CHR*< 22 >
L3G buSuB 750JQOSUB 728
170 POSITION 7,7=? #6*CHR*t 17):60SUB 750
172 POSITION 8*7:? #6;CHR*<21 ):GOSUB 756
174 POSITION 9*7:? #6*CHft*< 19>:G0SUB 758
L7b POSITION 10,7:? #6iCHR*<23>:G0SUB 75
L i'S POS IT ION 1 1 #?: ? *6 *CHR*< 17): SOSUB 75
a
IS'. SOSUB 800: SOSUB 7 20
20R REfl %** GflrlE OPTIONS ETC. ***
21*? GRAPHICS 0:POKE 752* i : SET COLOR 4*ly*
5:SETC0LGR 2*10*5
23b FOR H=i 10 t5-Z*<fl>= H "iNEXT ft
236 FOR fi=l TO 2: S< fl >=8: NEXT ft
240
RS"
: POSITION
*■_>■
"HON P1RNV NUflBE
s!45 POSITION 7*6*? :: <3.4 *r 5>"f:
INPUT NslF N<3 OR N>5 THEN 60 TO 245
25b POSITION ?*3i? J1 H0H rlHNV PLAYERS"
POSITION 7*9=
< 1 or- ZY
INPUT HP i IF NP<1 OR NP>2 THEN GOTO 255
266 POSITION 7*125? "PLAYERS NAPES? 11
265 FOR fl=i TO NP: POSITION S-13+ft:? fla".
"i^INPUT PL*: IF LEN<PL*»7 THEN PL*=PL
27t IF LEN':PLt>=0 THEN PL*=" "
275 Z$<- ft#7-LEN< PL$ >+ 1 > fi*7 >*PL* : NEXT fi
290 GOSUB 715
300 REH %%& \%\1H GfllTE #£#
31L SfiHPHICS 1+16! SET COLOR 4*12*6
3H FCfR 0=1 TO N
3 i 3 0$'.; b *& ;-STR$t I NT< RNDX >^3 >+ 1 >
314 NEX1
315 T=3iF0R h=1 rO 7:PT*(fl>=" "sNEXT fl
320 SETCOLQft @*0*i4sSETCOLOR 1*0*0
32::. SETCOLOR 2*0,0
330 POSITION 2*0: FOR H=l TO Ni? #61"?",:
NEXT h
35*o FOR PT=l rO NP:S*=Z*<PT*7-6#PT*7)
360 FOR fl=l TO LEMC S* >: IF ftSC< S*< 3 > X >32
THEN PT*=S*<ft*?)!60T0 370
3S5 NEXT H
370 POSITION 3*0:? #6,PT*i"
375 POSITION 2*T:? #SjCHR*<31>
"jciO G0SU8 500
385 T=T+2
38, IF 1=23 THEN SOTO 900
3S€f POSITION 2,T=? #6*CHR*<31>
4ii)0 NEXT PT:G0TQ 356
506 REfi *%£ GUESS & COflF^RE SUBROUTINE
5 iO FOR U-l TO N
520 SET #1,R:IF K=32 THEN 216
52^ IF K032 WND K<49 OR K>57 THEN 526
525 IF K=32 THEN POSITION fl+l*TS? #6; ll
S60T0 510
530 POSITION fi+l*T:? #6*CHR*<K+L23>
540 flN*< ft m fi >=STR$< K-4S )
5-dO riEXF ft
Issue 1
PAGE 6
56y IF rtN*=S* THEN PiJSLTION 3/HFOR B=l
TO LENt G£ ) : ? #8 j CHR*< i 7 > * ; NEXT B : ©OTO 56
c
56 i >S0T0 5^0
562 POSITION 2,6: FOR fl=i TO LFM8*>s? #6
* CHR*< flSC< e$ c; ft , ft J >-32 > j s NEXT H
563 S(Pi )=SXPT>K
GOSUB 880:6QTG 936
POSITION 9, T
FOR A=i TO LEhKW$)
IF flSC<HH$<H*H>)=flS£XN*<hl*fi>> THEN H
585
57l.
575
5&y
bOt! NtXT ft
605 POSITION i4*T
610 FOR H=i TO LENCM*)
82£ FOR 6=i TO L£>KH$)
IF ftSCXflN*<fl J ft>>sftSC<H*CB,B>> THEN H
HN$<ft,ft)="H J
#S*CHR*<i77>*
b3ti
HP :;h,h >=■■>; "
OTO 688
650 htv^T P
660 NEXT ft
670 RETURN
780 REN £&&
710 FOR ft=i
m< B*B >=" V" : ? #6 *CHR-K 73 ), ;S
*3Sat
28=S0UN0 8*80* 10*8: NEXT ft
©OTO 720
150: SOUND 0,66#£*8:NEXT S
RETURN
TINE DELrtVS ETC. *
TO D=NEKT fi: RETURN
715 D=150:GOTO 7 16
720 D=200:£GTO 716
73b 0=1000: GOTO 710
74C D=5@0:60TQ 716
750 FOR H=l TO
: SOUND 6*0*0*0
?6fci huP. S^l TO
• SOUND 0*8*8*3
800 Rtri ttt CODE IS OUESSED
810 FOR C=l TO 16
s£a SET COLOR 1,0*12:S0UND 6,65*19,8
830 FOR D=i TO 25: NEXT D
840 SETCOLOR li8f @s SOUND 8*0*0*0
858 FOR fl=l TO 5s NEXT R: NEXT C: RETURN
900 REt'l *** OUT OF 6UESSES! %**
910 60SL*B 703
920 POSITION 2*6:?' *6#6*
930 GET #i,J
^50 RErl fcfcfc
90S FOR H=3 TO
"Sb j- J:
365 POSITION 9*0
23 STEP 28 POSITION 2*A:?
IJ :NEXT 8
#bi "
FOR SC=L \0 NP:S$=£KS€&7-S*SC£7)
975 FOR H=l TO LENC3*>MF RStX $$< A > X >32
THEN PT$=S*<H*7>:O0T0 980
97? NEXT fl
900 POSIT ION SvSC-l : ? #8 jkT*: POSITION IS
» sc~*i * f #b j s^, sc )
bit- NEXT SC
990 GOSUG 738* POKE 704*255: GOTO 368
CARTOONS by
Alan Oliver
Line Lister
How many t lines have you checked and re-
checked that magazine listing you have
just typed in only to find that you go
cross-eyed looking at a whole screen of
data or wear your fingers out typing
..LIST 10. .LIST 20,. etc' Well here's a
handy little Utility which won't find
your bug but will make it a lot easier to
read the screen.
32500 POKE 764,255:LINE=0
32510 IF PEEK (764) <> 255 THEN
LIST LINE: LINE=LINE+1:G0T0 32530
32520 GOTO 32510
32530 IF PEEK (764) =28 THEN INPUT
LINCR: LINE=LINCR-1
32540 POKE 764, 255: GOTO 32510
Type it in, save it by using LIST "C;"
and then merge it with your newly typed
program by using ENTER "C:", Type (in
direct mode) GOTO 32500 and then keep
hitting any key and watch the lines
scroll up the screen. If your program
starts at a high line number or jumps to
a much higher line number press ESC and
type in the first, or next line number.
If you want to change a line in the
program, press BREAK and use the editing
facility to amend the line. Type CONT to
continue .
Issue 1
PAGE 6
8
Adventure .... America
Jeff Woodward
Several years ago, three programmers in
America developed the first Adventure
type game on an American Government IBM
Computer* Two of these guys were Willie
Crothers and Don Woods. This Adventure
was the Colossal Cave which soon spread
(like wildfire!) to almost every large
computer system in the world, Everyone
was playing it. Then along came micro-
computers and several people started
developing Adventures for them. Perhaps
the roost famous is Scott Adams of
Adventure International.
Creative Computing Software,
P.O.Box 789-M,
Morristown, M.J. 07950
U.S.A.
You can expect to pay shipping costs of
about $5 on these prices. If you send an
International Money Order or quote your
VTSA or MASTERCARD (ACCESS) number this
will be taken care of.
Good luck on your Adventuring.
The original Colossal Cave Adventure
was soon put on the TRS-80, Apple etc.
but never made it to the Atari. Recently
a programmer in the States - Robert A.
Howell - has just fitted the original
Adventure into a 32K tape or a 4 OK disk
for Atari. He says it was a lot of work
'shoe-horning' it into 32K but it was
worth it as now any Atari owner with 32K
memory (no disk needed ! ) can play the
classic Original Adventure.
It contains almost everything the large
computer original has - the Pirate,
Dwarves, Snake, Clam, Dragon, Bear,
Troll, Breathtaking View, all 15
Treasures, all of the original rooms -
including both mazesl. . .etc, etc! It even
allows you to save your position in the
cave and then restore it at a later time
so you may continue where you have left
off without having to start all over
again .
At the moment I do not know if the
program is available in this country but
I do know that it can be bought by Mail
Order through Creative Computing Magazine
- it is called ORIGINAL ADVENTURE.
There are two versions available :-
DISK - CS-7504 (40K) $24.95
CASS - CS-7009 (32K) $19.95
Creative Computing's address is;-
Letters to America
When I first brought my Atari 400, now 16
months ago, there was very little in
terms of books and software available so
I set about to find some! I found a few
User Club addresses from the back of The
Atari Connection magazine (which is
supposed to be available from Atari') and
wrote off with fingers crossed. The
response I have had from our American
friends is, to say the least, nothing
short of fantastic. There seems to be
nothing that is too much trouble for them
and without exception all have offered to
send me programs. I have also written to
the American magazines - Compute! ,
Analog, Mace etc, and again have always
received replies and offers of help on
any subject.
I think any Atari enthusiast in this
country taking the time to sit and write
off to American Atari Users will be
pleasantly surprised at the reaction.
Start writing NOW!
SUBSCRIBE
to PAGE 6
see page three for details
Issue 1
PAGE 6
VULTURES m
!6K
Stan Ockers
We are proud to bring you another
fine program from the prolific keyboard
of Stan Ockers. This program first
appeared in ACE Newsletter published by
Atari Computer Enthusiasts of Eugene
Oregon and our thanks go to them and Stan
Ockers for allowing us to use it.
The display list has been amended so
that most of the screen is in Antic Mode
4, a mode which does not seem to have
been explored much here in Britian. The
character set is however standard. The
sound routines have been put in the VBI
so that Basic can get on with the program
without having to cope with the update of
sound registers. It runs much faster
this way*
y Pet. fe I -Hf^-^Tyr^^r.^.^ $.&$* ,V. iV>>T- rfmtf* rf. .fl. .-j".^'. .|. S?. ."J.. ^ ,y,
i REi'1 * t
2 REil * UULTUftES III t
3 fit j- I # by t
4 REPI 3 STAN OCKERS #
5 Rtfl :?- FIRST PUBLISHED IN £
6 REfl t ACE NEWSLETTER *
•- RBI t EUGENE *
8 REfl * OREGON *
9 h£V\ -fc *
le reh ^muzt^mn$vu%**t*
86 GRAPHICS 18; POSITION 5,3:? #6;"vultur
es»s POSITION S*5: ? *Gi u 111"
1 m PftB I = 1 547 : 1 mfiGE8= 1 552 : If'lAGE 1 =1553 : in
«3E2= 1 554: 1 nA6£3= 1 555 : HPOS3= 1 559 : 0P0S3- 1
567
i 1 9 FLhGO= I 568 : FLAG 1 = 1 563 : FLA62=1570
1 1 2 COL0=52 : COL 1 =24 : C0L2=32 : COL3=£44! BKC
0L=144
1 20 UP0S0= 15b4 : UPOS 1 = 1 585 : UP0S2= 1566 ; If?G
PT-I584
i 30 rtPOS0= l ^56 : HPOS 1 = 1 5S7 : HP0S2" 1 558 '- RAP1
TOP=106: PPBASE=54279: S0P1CTL=559: GRftCTL=5
3277
L 40 PCOLR8=704 1 PCOLfi 1 =785 : PeuLR2=706 : PCO
LR3=7@7 : POKE i 5 77 , i y
1 5 j 1 r'l 8$\ 20 > * BB*( 20 > *U$< 2 > : U*< 1 J=CHR-.fc<
1 36 >: U*< 2 J'=CHR*< 138 >-"BB*< 1 >=CHR:i* 8 >: B6*<
20 >=CHR*< 9 ) : BS*< 2 >=8B$
151 DIH CL*<38>sCL*0>=" ,l 5CL*<38>=" ":C
L$»i 2 >=CL$
L52 DIH X*<38>*XlS<38>sX*0>= J1 X ,, :X#<38>=
" X " ' X*C 2 >=X* : X 1 *C 1 >= n x (J : X 1 f < 38 >= n x " ' X 1 $<
153 Did LTNS*C 46 >: RESTORE 15+iFOR 1=1 TO
46: READ ft: LTN8$< I # I >=CHR*C A >s NEXT I
154 DATA 124,23*41*29*38*124*23*30*30*40
,29*30*38*40*29*38* 124*29*40*23* 124*29*4
1,^*41*29*4 1, 29*40*124*29
155 DATA 30,30,41 ,29, 30*30*41* 29*30*30,4
i ,24,30*30* i24
156 Dli'l ERfiS*t 46): RESTORE 157: FOR 1=1 TO
46 : REflD A : ERAS*t I * I )=CHR*£ fl > : NEXT I
L5 DATA 32,29*32*29*30*32*29,30,30,32*2
9,30,30^32*29*30,32,23,32,29,32*29*32*29
* 3i * 23 , 32*29 * 30 * 32*29
158 DATA 30,30*32*29,30,30,32,2-9,38,30*3
2 **^i ^i^t 7 32
I F; - COUN r=2W : PERCh= 1 S@ ; B IRDS=e : IF=3 J POK
E 1555,8
2tjk. bOSUd 6000:GOSUG ZaQ^iPOKE 764*255: ?
CHRf<2S>j H PRESS START TO BEGIN 1 ':? "ANY
KEY TO PAUSE' 1
202 ? "Bettf-are the- -golden vultures!! !"s60
SUB 1000
21b A*P EEKt R AilTuP )- 16 : KUKt Pf'lBA^E , H ; Pu KE
Pm I * A : SOUND a , 8 , , 8 : AHJSRC 1 536 > : 6RAPH I
CS a'SOSUB 5tj80
220 POKE SDPICTL* 62 :POKE GRACTL*3:P0KE 76
; t,t, ■_"■_>
230 COuN i =20 s PERCN= 180 : B IPUS=0 : Q IF=3 : POK:
£ 1 555 * 8 : GuLD=5(te = SUURE=@
25S SHiELD=2@:f0f: J-iHlELO TO 23:POSITIO
N I * J : ? X*i : NEXT J : POSIT I ON a , ; ? " d i f
'iC ■: .i •"■* hi 91^"
260 POKE PCOLfiO *243 : POKE PCOLR 1*243: POKE
PC OL R2 * 243 : POKE PCO LR3 , 40
27fc POKE 752*l:fOR 1=2 TO 36 STEP 2:P0SI
TION I* is? U*:NEXT I:eLEFT=lS:BLHND=0:PCi
KE i5i"ti*0iHIT=8
275 POSITION l,SHIELD-i:? CL$
2 1 " POS I T ION 22_, y : ? OIF: POS IT I OH 26 *8 : ?
SCORE : POS 1 1 1 ON 34 * : ? HIGH
283 RESTORE 2S5JF0R 1=1564 TO 157i:REACt
fi : POKE I * H = NEXT I : POKE 1 55a , 1 O0: POKE 1 78
3, 1 L
2S5 Dm FA S*0*0*lb8*0*0*0*8
290 B$=8B$
293 POt±- r- = 12*6KC0L:P0KE 1574,0s POKE 708,.
COL08POKE 789 * COL 1: POKE 710*CGL2:POK£ 71
L*C0L3
308 C0UNT^COUNT-t5i*=P£EKO575>:IF HIKfl
THE N _H I T- A ■ i_ POKE 1 788 * 1 29 i SCORE=SCORE+ 1 6*
U IF: POSITION 2b, y; T SCORE
310 IF PEEK\ FLAGO )=@ SNO COUNTO THEN GO
S03 905 : POKE ^FLA60>* IsPOKE CHP0S8>#48+R
t3> POKE UPOS0,4S
._: if PE£K< FLPlfitf >=1 i"N£N POKE ypOS0,PEE
K<vPOS0>+OIF
:-. IF PEEK< UPOS0 »=*P£RCH THEN POKE FLAO
0, 6: fi= I NT< < PE£K< HPOSO >-4S *v4 > : GOSUB 950 :
PO 2 HPOS0*0 SPOKE yPOS0*32
340 IF PEEK< FLflOl >=0 AND COUNKO THEN GO
SO.. S03SPOKE '>LAGi ji*UPOKt <HPOSL )*4$+fE
-POKE UP0Sl#4S
3d*3 IF PEE!vLFLH&i>?=i, friEN POKE UP0S1,PEE
K<<JPuSl >+OIF
46* IF PE£^UPOSt>>=PtRCH THEN POKE FLAG
1 * ti i A= I NT< C PEEK< HPOS 1 >-4S V4 > : GOSUB 950 :
HOKc HPOS 1*0: POKE UPOS 1*32
over...
Issue 1
PAGE 6
10
376 IF FEEKX FLflS2 >=0 HNO COUNT < THEN GO
Sue 305 ; POKE i FLfib2 >* 1 : POKE < HPQ32 > ,40+R
*8 : mjKE UP0S2 j 48
380 IF PEEKXFLfi62>=i THEN POKE UP032*PEE
k<UP0S2)+GIF
330 IF PEEK',UPuS2>y=PtKCH THEN POKE FLfib
2, fl : fi= I NT< t. PEEKt HP0S2 >-48 V4 > : 6GSUB 350 :
PGrE HPGS2,0:PGKE Ur032,32
391 IF BLftN0>2 THEN 50O
3S^ IF SLEKK1 THEH 600
406 FLfiSH=FLflSH-i:IF FLtfSH<0 THEN SOTO 5
50
48 _ IF PtEK«, 1574 >>0 FmEN GOTO 650
41m GGlD=GGLD-1:IF GQLD<0 AND BLflN0>3 TH
Eh iju^Lj=iee*<3-DIF^iOIF=DIh+2:XCNT=3e:PO
KE 704,44: POKE 705,44: POKE 706,44
420 IF KCNT>0 THEN X€NT=>&NT-i: IF XCNT=0
THEN DIF=DIF~2:P0KE 704,243: POKE 705,24
3:fOKE 706,243; PuSITLGN 22,0:? DIF
425 IF PEEKX 764X255 THEN GOSUB 1000
430 GOTO 300
430 REN U- REF1QUE fi SHIELD t%
580 POKE 1789,287: SUG0L=C0Ll5 FOR 1=1 TO
6 1 POKE 70S,PEEKt 706 >+2: POSITION 1 ,SHIELD
:? Xl£;FuR J=i TO 5: NEXT J
50^ POSITION l,SHIEL_Di? X$:FOR J-l TO 5:
NEXT J • NEXT I: POSIT ION 1,SHIELD-1:? CLs:
POSITION 1 , SHIELD:? Oi_$
508 SHI ELD=6H I ELD+ 1 : PERCH=PERCH+8 : I F SH I
EUj-23 THEN 706
510 UIF=UIF-1HF 0IF<2 THEN DIF=2
529 GOTO 270
556 POKE i 'S3* 17 U POKE 712,40: X=ftND< y X£2
3+8: POSITION X,2: ? LTNG*,-:PGKE 712,1 5: PO
iii.UN *,£:y LKfiS$,:POKE 712,BKC0L
555 fi=3-BI F : FLHSH=fiNEK Xfc3@*fi+ 1 0£fi
500 GOTO 405
530 REF1 *% REPlfllNING BIROS LEfiUE t-t
DIF=OIF+i:IF DIF>6 THEN DIF=6
FOR 1=1 TO 150
P=PEEK>:uPOS0^:IF
bOM
P>0 THEN POKE MPOSO
P>0 THEN POKE UP0S1
F-PEEi^OFOSl )i IF
P=PE£K<UP0S2):IF P>0 THEN POKE MP032
,P-1
,p-i
6l6
,P-l
62t, NiLXT I : POKE 77, 0i GOTO 270
64S RBI ** HIT BV LIGHTNING **
85b POKE BPQS3,0:POKE 53273,0: POKE 1733,
1 83 i POKE 70l ,BKCOL
BS iOR 1=0 TO 40 SiEP 4: POKE 712, I: FOR
J=i TO 30: NEXT J=NEXT I: PUKE 712,EKC0L
B6u FOR 1=1 TO 200: NEXT I: POKE 1738,73: F
OR J=i TO DIF
36-: OOJFE-SOQRE-lOOaF SCORE<0 THEN SCOR
£=h
670 PUS IT ION 26.0 s? SCORE," j 'iFOR L-l
TO 100: NEXT LsNEXT J
BSO POKE 707, 40: SOTO 270
70O IF SCORE>HIGH THEN HIGH=SCOR£
;05 POKE GRfiCTL.yiFOR 1=53261 TO 53284: P
OKE i,0ifiEX7 I
710 uRfiPHlCb L8s POSIT ION 5,3:? #6, "final
72. POSITION 3,5; V #6, SCORE
73^ POSITION 5,8:? #6* "PRESS STfiRT":PGSI
TICN 4,3= > #G>"TO kLhV fibfilN"
^0
740 IF PEEK< 53273 )OG_THEN 740
75^_ GRAPHICS 0:8OSUS 300w:6OTO
300 REfl Zt STfiRT MOTHER BIRD £*
S0j OOUNT=lNF<RND<0}£30>
310 R=lNKRNDX0>$18>+2: IF HSOX BSX R > »0 T
HEr* 310
320 E£C R *R >^LriR*< 1 > i POS IT I ON 2$< R-l > * 1 : ?
" u : BLEFT=BLEFT-1 : RETURN
S4>j REV] U. 6IRD HI bHIELD **
95k POSITION R, C PERCH -32 >/«!? U*; J POKE 1
7SS f 150: SLfiNO=BLflND+ 1 '• RETURN
9SS REfl t* PflUSE ROUTINE t%
1000 POKE 704,255
1010 IF P£EK< 53273 X>6 THEN 1010
L02O REIiJRN
13S3 REfl t% UB£ ROUTINE Zt
2Oti0 RESTORE 2001 :Din UB*<348):F0R 1=1 T
548 : READ H : UEfcK I , I >=CHR$< ft > : NEXT I
2S^1 DRTh 72,I3S
mj r £. i
152
t •
2UW OHiH 206,48,8, 173,40,6, 16,2y-173,4t
/6, 141 ,40,£, 162,Zj^54, 16,6,254, 16,b, l^S,
L6,6,20i ,d, 144,5, 163*0, 157 ,lb,b
2S04 DATA 202,16,235
20Oo DhTH 174^120,2,224,11,206,3,142,247
,6,224,7,208,3* 142,247,0
2000 GhTh i 74 j 24 7,b, if 3, 23, 6, 20 1,200, 176
,16, 224 , 7 , 2S*d , 6, 23b , 2 i , 6, 236 , 23 , G , 201 ,4b
, I "i-4 , 1 1! , ^24 , 1 i ,20b ,b
2008 OhIh 206,23,6,206*23*6
20xO DHTft 24,173,11,6,105,4,133,204,162,
0, 134,207, 160,0,132,203, 1S3,20,6, 157,0,2
iJS, 180, 12,6,221, 16,6,203,0, 133,23
2020 UfiTfi 6,221,24,6,240,63,189*16,8,157
, 12^ 6, 100,20,0, 157,24,8, 165,293,221 ,28,6
, 240 , I 0, 1 69 , , 1 45 , 203,230 , 203 , 240
2030 uhTh 42,203,23^,133, 16,6,170, 133,48
,6* ^ 33, 205,189, 43, 6, 133,206, 177,205,240,
14 , * 45 j 203 , 230 , 20b , 20b *z
£0^ D+TTH 230, 206, 230 , 203, 240 ,10, 208, 238
,1G3,0, 145,203,230,203,208,250,230,204,1
66,207,232, 134,267, 224,4* 144, 154
2042 UfiTfi 173,15,208,240,34,106,144,2*16
2,0,186, 144, 2, 162, 1,106, 144,2, 162, >:, 169,
0,1 5 T tf Zb ,6 , 1 57 ,32, b
20^-t DfiTfi 141,30*206,238,33,6,169,2,141,
132,6
2U4c OHTfi 173,7,208,240,3,141,33,6
2m50 DfiTfi 174,252,6,240,36,206,243,6, 16,
JL- 1 03 ^0,0, 141,0, 210, 2.i2, 189,0,6, 141, 1,2
10
20 ji ufiifi 232,139,0*6,240,9,141,248,6,23
2, 142,252,6,206,3, 141 ,252,6
2004 DfiTfi i74, 253*6 ,240*36,206, 243 ,6, 16,
31 ,133,0,6, 141 ,2,210,232, 183,0,6, 141,3,2
10
20i& DfiTfi 232, 189,0,6,240*3, 141 #243,6,23
2,142,253,6,208,3,141,253,6
20S0 DnTfi 104,168,104,170,104,76,38,223
2000 60SUB 3010:GGSUB 4 100: RETURN
3000 REfl * PftSE - INSERT UBI RATINE %
3mi0 RESTORE 3020: FOR 1=1536 TO 1545: REfl
h*POKE I,fi;NtXT I
"i02»j DfiTfi 104,160,0,162,0,163*7*76,92,^2
8
3030 ft=fiOfi< 06* > : 6= 1 N i\ fi-^256 > : C=fi-256*:B : P
OKI 1 538, C* POKE i 540,8: RETURN
...GOTO 13
i
Issue 1
PAGE 6
11
More Graphics Modes . . .
Colin Boswell
I
1
J
Graham Daubney of Atari recently
mentioned at a BUG meeting that he had
discovered, quite accidently, some
totally new Graphics modes. Intrigued by
this, I went home and started messing
around myself.
After much peeking and pokeing, I think
I may have some answers* The register of
interest is the graphics priority
register at 53275 which is shadowed at
gprior, 623 decimal. This is used in
setting the priority for Player
Missiles and the like. But the important
part is that the GTIA chip uses the 2
most significant bits - 6 and 7 - to
determine how it is to output the
information.
Using some inspired guesswork, this is
what I think may be happening. When GTIA
gets a byte of Data, it first looks at
the Priority register. If the 2 most
significant bits are not set, then it
outputs the data as normal for the mode
in question i.e BASIC modes 0-8, But if
either of the 2 bits are set then it
splits the byte into 2 4-bit nibbles,
which gives it 2 numbers between 1 and
16. It then outputs 2 pixels as shown in
figure 1.
5 eRRPHiC::.
10 u PR 103=623"
20 OPEN #2,4„0 J "K; ,i
36 FOR X=l )u 38 i FOR V=i TO 22
49 POSITION X,Ys? "X' b
50 n£XT Y:NEXT X
60 FOR X=13 TO 26: FOR y=8 TO 16
78 POSIi iOH X*V :? "0"
SO NEXT V:NEXT X
90 FOR Blf*8 TO t$tt STEP 64
10& POKE GPRIOR ,BIT
lit) iiET #2,H
120 NEXT' BIT
L3i GOTO 90
Priority
Register
Bit
Figure 1
Output color 4 at a
luminesence given by (n)
Output the color stored in
color register (n) which
can be any color register
or the Player-Missile
color registers
Output the color whose
number is (n) and whose
luminesence is stored in
color register 4
This is essentially what happens in
Graphics modes 9-11. The operating
system simply creates a Graphics 8
display list and then sets the bit in
PRIOR. But what nobody seems to have
thought of before is that this can be
done for any mode, not just GR.8
The only mode I've tried it in so far
is GR.O, but believe me - it's quite
amazing I What happens is that instead of
each character producing a letter, it
produces two pixels in colour.
Potentially this means that all the
programs you had to produce in GR. 2 to
get colour can now be expanded to a full
40 x 25 display in up to 16 colours
giving a resolution equal to GR. 9-11.
I've included a quick demo in listing
1, which puts up a simple display and
steps through the different priority
settings. Somebody out there can do
better than this. ■ All I have done is
some ground work, so get out your Atari
and start writing some programs I Try some
of the other Graphics modes too, I have
only tried GR.O,
Issue 1
PAGE 6
12
WHATS NEW?
Geoff Brown
I've been asked to write a regular
column for PAGE 6 outlining some of the
new products which are imminent and
others which are as yet only on the
horizon* As you are aware, the ATARI has
an enormous number of games , utilities
etc- available and these are increasing
at a phenomenal rate. Hardly a week goes
by without a new company launching a new
product. Some of the new items are
discarded as not being up to the required
standard and others are considered to be
unsuitable for the British market or too
expensive etc.
So what's likely to be available in the
near future? Let's begin by looking at
some of the new games, SNOOPER TROOPS 1
is a children to adult adventure with
full graphics and animation. It uses the
whole 48K Disk to its limit and is well
presented in a beautiful binder with
comprehensive program notes. You have to
find the Granite Ghost by touring around
the town in the 'SNOQPMOBILE' taking
1 SECQPSHQTS ' with your camera. You then
collate all the information and have to
solve the mystery. Fantastic fun for all
the family. WAYOUT finds you trapped in
a 3-D Maze! You can run up and down
corridors until you get vertigo. So
realistic, you really feel you are there.
Chased by animals who hunt in the Maze -
a most realistic simulation. Plenty of
action, sound and graphics, it comes on
32K disk. PLATTERMANIA is a new ROM
cartridge which puts you in charge of a
lot of spinning plates on the end of
sticks. You have to keep them all
spinning or there are disasterous
results ,
If you've seen Micro-Painter, you ain't
seen nothing yet! PAINT I is the ultimate
painting utility. You can change the
width of the brush, the speed , the shape,
the colour. You can even paint with
multi-coloured paint and change to
tartans, checks, stripes etc. Zoom in on
two magnifications and paint on pre-drawn
pictures. This comes with a magnificent
book on history of art, computer art,
modern art and programming notes. Now
the bad news - its on 48K disk but a 16K
cassette is rumoured for the New Year,
Back to games, BEACHES OF NORMANDY is a
new war game on cassette and disk (32K) .
It features scrolling screen and the full
scenario of the Normandy landing. If you
liked Eastern front you'll love this*
ESCAPE FROM TRAAM and CURSE OF CRAWLEY
MANOR are just what you 16K cassette
owners have been waiting for - two new
adventures in 16 K! You can now join the
Adventure lovers and solve these two
intriguing mysteries from Adventure
International. An excellent introduction
to adventuring.
On the Utilities side is DISKEY - a
utility to 'unlock' your disks. You can
examine, change or search any disk you
want. It will copy, boot and change
files to your specification. I use it
all the time to keep my disk library in
order and look at new programs. It
requires 32K. FASTCHIP will speed up
your Basic programs! This chip is easily
installed and replaces the floating point
chip in the O.S. and remains completely
compatible with the Atari O.S, It speeds
up the floating point routines by 3.5
times and indirectly speeds up your Basic
too. This will be available before
Christmas. PERCOM DISK DRIVES are now
available at only £375. These are the
latest single density drives and are
COMPLETELY reliable. There is also a
switchable Double Density/ Single Density
Drive at £475 for those who want this
extra facility. Finally, slightly
cheaper!, are WICO COMMAND CONTROL
joysticks guaranteed for one year . Once
tried, you will never be able to go back
to your plastic poles! They really aire
much better.
cont .
Issue 1
PAGE 6
13
I've probably ruined your bank balance
already, so I'll stop here bat will just
mention that there will be another 20
titles available before Christmas!
I'll try and keep up a regular column
so write in and tell me what you want to
read about. I am off to LAS VEGAS in
January so there should be lots of
exciting things to tell you about. Until
then, keep racking up those bonus points 1
SOUN DS INTERESTING, . .
5 htfl k* phase shift #$
6 R£H
10 Fuk j-138 P0 200
20 SOUND 0,J, 10,10
3u SOUND l»j+i#L0jiO
40 SOUND 2,0+2,10,18
60 SOUND 3,0+3*10,10
65 IF PEEK<764X>255 THEN FOR I = 10 TO PF_
EKt 764): SOUND 3, I , 10, 14:NE; : <T I: POKE 764,
Til NEXT JJbOrO 5
80 REM
80 REPl fc* FRY H ITT INb ftNV KEV
Si REH $* TRY NJTH SHIFT OR CTRL m
VULTURES cont.
40i3 3EF1 £* SOUNDS *S
4i0>r. RESTORE 4128s FUR 1=1665 TO 1766:REfl
D ft. POKE L*nirEXl L
■hL_ti uhIh b>3, 170,3,54,170,3,4y, 170,3,45,
l7to#3,40,i 70*3*36,1 f""0,3,0,0,O
4i-_.2 jnTk i 0, 204, -i,Li,204, 3, 10, 204,3,3#2
04 j 3* S j 204 j 3 j ? , 204 * 3 j 6 ■ & ,
41*t£ uHTtf 2O,i43*i,iu,143,3,30,i4S,8*35,
l3f ,20, 1 00, l 34*3*3, £, 0,
4i'-4 OtftH i"i,I2*20,i6, 143*30,12,3,40*10,
132*60,23,13*}, 70*0*0*0
4i-6 UHTh 40, 1 74, id«,5tf* 172,20,60, 170, 20,
70 , 1 0* , 20 , 80 , 1 66#£© * 00 * 1 04 , 20 , 1 h5 , 1 62 , 20
,0*8,0
4210 01 ft U0$C 4 >: RESTORE 4220 s FOR 1 = 1 TO
4 : *EhD h : ^0$( I )=CHh$< & > : NEXT I
42 1 5 Uu=HDR< MO* >: POKE I PI6PT+ 1 , 1 NT< UO/256
j: PuKE IHGk r *U0-2S6#PE£K< IH6PT+1 >
4220 ufflfl 36, HO, i 53,0
423^ 2 IH 01-*<5>sRESruR£ 4240: FOR 1=1 TO
5 : READ fl i U 1 *f I )=CHR$< h ) - NEXT I
423 o ^i=ftOR<UU>:pG£t mSPT+3#lNKUl/'256
> : POKE I NGPT+2 , U 1 -£56#PEEK< I P1GPT+3 >
4240 JflTh 66,165,24*24*0
4250 DIP] U2*< 5 >s RESTORE 4260s FOR 1=1 TO
5 s ■ .EflP H : 2*< £ >=CHfi£ >-. a j : NEXT I
4255 U2=flDR'; 02* >: POKE I HSPT+5 , 1 NT< U2. 256
>lru£E IH0Pr+4,U2-256^PEEK< IIT6PT+5>
42bu DATA 135,36,24#24j0
42V Din U3*k &;>: RESTORE 4230 : FOR 1=1 TO
6 ^ KaHU H s U3*< 1 >=CHR*':. h > : NEXT I
taHhiJEifiigiriHmiMBacn
SHERWOODS (PHOTO) LTD
11/13 Great Western Arcade
Birmingham 2
we guarantee the
BEST PRICES
in town on all ATARI product
e.g. DISK DRIVE £279.90
(inc. VAX)
32K &48K RAMS PLUS
REPLACEMENT KEYBOARD FOR 400
FULL RANGE OF INDEPENDENT
SOFTWARE
Telephone 021-236 7211
4i73 U5=ftDR<U3$>:PQKfc 1F16PT+7* INK 03^256
> : t OKE I PiGPT +6 , U3-256^PEEK< I HOPT+7 )
4230 ufllft 123,66,36*24*24,0
4200 Dili U4*< 6 >s RESTORE 4236; FOR 1=1 TO
6 : ~ tnD ft : U4*< I >=CHR*< H > : NErsT I
42:92 U4=ftDR* u4* >'. POKE inGPT+3, IHT< U4^256
j i P0K£ I liftt- T+6 *U^-^;jb*PEEKC I H6KT+9 >
42io DhTA 255, 255, 255, 25^, 255,
43b« RETURN
4999 ROI t* CHfiNiBE DISPLfiV LIST X*
5080 DL=PEEK< 560 >+256*P£EK< 561 >
5010 POKE OL+3#70sPOICE DL+6»6:F0R l=DL+7
TU Di_+28:rOKE 1,4: NEXT U RETURN
bOucj ORflPrilCS UiPOKE 752* Is POSITION 3,1:
? Ji m Multures iij *t*^
601*) POSITION 5,3 iY "The vultures ^re La
nd ; i-sg -a>'id " : ? "remov i n& protec t- 1 v*=- layers
6020 ? "*-.
LjOU !
There are three layer-s at>d
";7 "eve-ry tintt x-hree vultures land":?
: oi .* i Erjer w i i i d i ^appear . " : ?
6830 7 iJ "t^u can stop the birds with":
a removal device control led by":? "..io
ystick 0. you get ten times"
b040 "tne difficulty for each bird 'jou
B :? "stop, Hhen you have retiioved a"
BOu^i '. " fiockji the difficulty Will -30 up
, ":? j? "Tf you get hit by lightning you
r
60b0 : - i-'-'jre nuill decrease by a hundred
" : 7 " t i ffte s t he d i f f 1 c ul ty . " : ? : -? J1 just a
; = -- . , . "
6OS0 RtTUKM
Issue 1
PAGE 6
14
Atari Attracts
Phil Griffin
One of the many excellent features
included in the ATARI Computers is the
automatic screen protection systems
called the "ATTRACT MODE". This system
initiates a continuous rotation of
colours on the screen as protection
against "burn through" which may occur
when a colour is displayed for too long
without change. The computer monitors
the use of the keyboard and will
automatically enter the "ATTRACT MODE" if
no keys have been depressed in the
previous 9 minutes (9.01 to be precise).
As soon as the keyboard is used, the
"ATTRACT MODE" is disabled and the
original screen colours return
You may have found that some games,
which use only paddles or joysticks,
enter into the "ATTRACT MODE"
automatically after 9 minutes use, With
a little bit of "peeking 1 ' and "pokeing"
you can discover what causes the "ATTRACT
MODE" to begin and, hopefully, how to
temporarily disable it while you play
your game.
The first thing you need to know is
that the memory location which governs
whether the "attract mode" will be
activated or not is location 77. By
"peeking" into this location, you can see
what is happening during the 9 minutes
before the system comes into operation*
The following short program should do the
trick.
10 PRINT PEEK (77): GOTO 10
This program forms an endless loop which
will repeatedly print the contents of
location 77. On running, you will see
that the contents of this location
gradually increase in steps of 1 from 0.
If you sat and watched for long enough,
you would eventually see something
strange happen to the sequence of
numbers. To speed things up a little you
can add an extra line to the program and
run it again to watch the results.
5 POKE 77, 125
This line inserts a value of 125 into
location 77 and on running you will see
that the values displayed start at 125
and not as previously. This value will
gradually increase until 127 is
displayed. The next number shown will be
254 and at this point the "ATTRACT MODE"
will be activated.
You can see from this that if location
77 contains a value of 127 or less, then
the "ATTRACT MODE" will remain
inoperative. The ideal situation from a
game - playing point of view would be to
place a in this location as often as
possible or at least every 9 minutes.
This can be done by including an
instruction POKE 77, in a frequently
used part of the program (e.g a
"movement" or "fire" routine). This will
ensure that the attract mode remains
inoperative during the course of the
game.
As a matter of interest, this is
precisely what happens when a key is
depressed. If you run the program again
and then press a key you will see that
the value shown will immediately change
to and gradually increase as before.
Any subsequent pressing of keys will have
the same effect.
If you want to use the "ATTRACT MODE"
during one of your own programs this is
easily done by issuing the instruction
POKE 77,254. The system can then be
disabled at the appropriate point by a
POKE 77, instruction.
Issue 1
PAGE 6
15
Software
DE-LUXE INVADERS
ROKLAN
l/2 PLAYERS
16KDISK £2195
16K ROM £28.99
Vte all know about Space Invaders so
what's new about De-Luxe Invaders? Well,
not much really. There are one or two
nice touches, which don't add much to the
game but do improve the visual
presentation. Once you've seen them a
few times however, it's back to shoot
them Invaders again, Whether it is more
difficult than ordinary Invaders, I
don't know-^depends how good you are at
saving the galaxy. If you buy this as
your first Invaders you won't be
disappointed but if you are hoping to
move on to something better following
ordinary Space Invaders, think carefully
- it is not vastly different. The sound
by the way is not what it could be and
the opening sequences are agonisingly
slow.
The concept of Space Invaders is great
but you can't really improve it much.
The Atari VCS version is probably as good
as any.
CLOWNS & BALLOONS
DATASOFT
1/2 PLAYERS
16K CASS/DISK
£21.80
When I first loaded the program, I
spent at least five minutes just watching
the sample game, admiring the graphics
and sound.
The game consists of catching a clown
who jumps from the side of the big top on
to a trampoline and then bouncing him up
and down to burst the balloons at the
top. Make sure you catch him on the way
down! A monkey watches the proceedings
impassively from a high wire.
Playing required a lot of per serve ranee
to get used to the speed of movement of
the joystick. In fact I was beginning to
get bored before I got good enough to
burst the first set of balloons but clear
them I did to be rewarded by more fancy
graphics and nearly a nasty surprise! I
wonder what happens when you clear the
second set?
My young children (5 and 7) have mixed
feelings about this game. They like to
watch others play but find the joystick
usage too difficult.
In conclusion - not a game I could get
addicted to but the absolutely superb
graphics make it well worth buying to
impress family and friends with the Atari
capabilities.
BAJA BUGGIES
GAMESTAR
I PLAYER
16K CASS/DISK
£19.95
Drive across the California desert
under a blazing sun. You are right at
the back of the grid with eighty buggies
ahead of you ! Put your foot on the
floor and get past them buggies - watch
you don't hit them too much though or go
off the road there are no breakdown
trucks out here.
The concept of a driving game is not
new but what makes Baja Buggies special
is the unique 3-D perspective as you
drive towards the distant mountains.
When you turn a corner, you really do
turn-the mountains and sky scroll across
and you feel as if you are really in the
car. The game is for one player only and
has a choice of three courses with two
skill levels. It is well worth the
money-after all where in England can you
race across the desert under the blazing
sun!
Issue 1
PAGE 6
16
Software
CHOPLIFTER
FROGGER
BRODER&RUND
I PLAYER
48K DISK ON-LINE SYSTEMS
£25,50
I PLAYER
16K CASS.
32K DISK
£23.95
I first saw Choplifter on the Atari
stand at the Personal Computer World show
where Atari were using it to show off the
machine's capabilities. "The biggest
crowd was watching this game and rightly
so - it is superb.
The idea is to fly your helicopter and
rescue hostages whilst fighting off
pursuing jet fighters and bombing tanks
which are trying to kill you and the
hostages. Once you find the building
where the hostages are, you blast it open
and they come tunning! Then it's land
your chopper and get as many aboard as
you can before the enemy attacks, some
will get scared and run off if the enemy
gets too close and many will die if you
are not quick enough. Watch you don't
kill your own people, it's easy to do if
you don't watch where you fire. The
simulation of the helicopter flight as
your chopper dodges and weaves is quite
surperb and the reaction of the hostages
is most realistic. The whole display is
in Graphics 8 and makes very effective
use of scrolling and Atari's other
unbeatable qualities.
Shame it is only available on Disk, but
if you have a Disk Drive, go out and buy
this. Or, how about going out and buying
a Disk Drive!
All you arcade freaks, will have been
waiting for Frogger to arrive and will
need only a short review. It was worth
the wait - go and buy it!
For those of you who don't know what
the fuss is about, get a look at this
game which is simple in concept but
fascinating to play. You have to get
your frogs into the bank at the top of
the screen to earn bonus points. Quite
simple eh? Well, you've first got to
cross a busy street then over a beach and
across the river. If you don't get run
over or drowned there are many other
perils including alligators, otters and
worms! And by the way there's a lady
frog out there who needs your help. The
game is quite challenging but not in the
nerve - racking way of the space-
challenge games, you can relax a little
in this one.
Preppie and Pacific Coast Highway are
similar games but Frogger was the first
and on the Atari is probably the best.
Frogger uses sound much more sparingly
than Preppie and its much the better for
it.
Banner b y Phil Griffin
There have been several "Banner" 10 tiftflPHICS 2+ie:SETCQL0R 0#i2#8sH=50
Programs published but this is probably 29 Dlii H¥<3&;
the simplest and is equally as effective. 38 POSIT I UN 3#3i? #b* " =========== "
The symbols in lines 30,40 & 50 are 48 POSITION 3,4*? #£;"=
inverse video "equals" signs and the 5tf POSITION 3#5:? #6 i" ============= «
speed can be altered by changing the *M*=". Cl ^ Sh " cs:i WELCOME TO hThRI til
value of H in line 10. 7 ^ QR ^ TQ 2S:p0SITI0N 4 , 4:? #Gift$<D ,
D+li>:F0R 6=1 TO N=NEXT OcNEXT D=60T0 78
Issue 1
PAGE 6
17
First Steps
First steps will be a column of hints
and tips to help you get started with
your Atari, it will not teach you how to
write programs but will try and give
answers to the many little problems you
face when first beginning. Write in with
the Problems you experienced when you
first had your Atari ar*3 tell us how you
solved them.
Mike Reynolds -Jones writes
One of the first things to do, and a
good way to learn is to type in program
listings from the magazines. Computer and
Video Games, Personal Computing Today and
Micro Computer Printout (as well as Page
61 -Ed} are English Magazines that carry
Atari listings whilst Compute! , Antic and
Analog are the best American Magazines.
(Drop Page 6 a line if you can't find
these in your local shop) . This is how I
started but I soon found that the
information available was not very clear
in certain areas, for exan£>le, lines too
long to fit memory, clearing the screen,
printing of graphics symbols, finding
errors, all presented problems.
It is well worth buying additional
books to go with your manual. Several
good publications are available but by
far the best is 'Your Atari Conputer - a
guide to ATARI 4O0/8OQ personal
computers 1 by Lon Boole, Martin McNiff
and Steven Cook. Published by Osborne
McGraw - Hill at around £10. 00, this is
the Atari 'Bible' and Contains everything
you may need at every level of
experience. There are 11 chapters and
453 pages covering Basic , Advanced Basic,
Disk Drives, Printers, Tape Recorder,
Graphics, Sound etc., with a large
Appendix covering PEEK and POKE, ERROR
Messages, Codes, Characters and
Key strokes. This book is invaluable -
it will remain your constant reference
guide.
Firstly, when typing listings try POKE
82, without entering a line number.
This will set the left margin from its
normal position of 2 to zero which will
give you six extra spaces in each logical
line. Most listings are printed this way
so you will be able to see if your typing
is correct as the screen display will
line up exactly with the listing, if you
press SYSTEM RESET at any time you will
have to re-POKE.
Printers cannot print graphic or control
characters so check the write up
accompanying the listing very carefully.
In many listings you will see a bracket
in inverted commas, n } n which represents
the CLEAR SCREEN Command "V obtained by
pressing the ESC Key, then CTRL and CLEAR
together. The "bent arrow" should then
appear. Check your Basic Reference
Manual - Preface vii and Appendix Fl for
further information.
CYLINDERS*..
5 REfl *& CVLINDERS %t
£ REfl tZ by phi i Griffin $#
lfl GRAPHICS SiSETOJLGR 4,1,bjy=3
15 X=@: ¥1=188
26 R=liB=15!C=U60SU8 lS@
25 R=15sB=liO-l:60SUB 100!ft=i0
39 FOR T-iS TO 58 STEP 18
35 V1=V1-10:GQSUB i@0: NEXT V
40 FOR K=i TO 3: FOR Z=0 TO 3
45 3ETCGLQR 4jZ,@
5tf rjH T-i. ID 1880: NEXT T
55 NEXT 2* NEXT K:GGTG 10
LOO FOR K=fl TO B ST£P C
110 K1=K':IF K>1£ THEN Ki=12
L20 COLOR 15HOPLQT X,V-2-Kls3
130 DfiBHTQ X*V+Kl/3: COLOR K
L4M FLO i X#¥+1-N<1V3
156 DRBHTG ^.¥l+K1^3:K=K+i
L&O n£XT K: RETURN
Issue 1
PAGE 6
18
Club Call
CLUB CALL will feature news from BOG.
As the magazine gets bigger we are happy
to set aside pages for news of other user
groups but in order to get a bigger
magazine we need a bigger circulation so
it is up to Club Secretaries and members
everywhere to subscribe and contribute.
BUG is the Birmingham User Group - an
independent Atari Computer Club and at
present meets on the 2nd & 4th Thursday
of the month at the Matador Public House
in the Bull Ring, Birmingham City Centre.
There are presently around 100 members
and we are still growing! Our meetings
so far have been very well attended and
we will soon settle down to a regular
format allowing everybody to join in
activities which suit them. Probably
various special - interest groups will be
founded within the Club and it will be up
to them to write for this column.
At present it is too early in our
development to bring specific news so we
would like to hear from other User Groups
in the hope that our members will be able
to contact other users and bring news
from afar as well as from within.
Club member Andrew Jones has written a
superb program "advertising" the Club and
its Newsletter, but the program is
unfortunately too long to print. Andrew
doesn't even own an Atari - he borrowed
one and wrote his program inside two
weeks I Try and get a look at it, it's
quite a superb piece of work. I have a
feeling that Andrew is going to become
one of the Club's top programmers.
Anyone like to buy him a machine?
Try this
As far as the U.K. goes I have tried to
contact various other User groups but
have met with an alarming lack of
enthusiasm! I am sure that there are many
other Atari users around who would like
to join BUG or subscribe to PAGE 6. Our
members and our magazine welcome contact
with other groups, so - get in contact t
Atari say that there are some 30 user
groups in the UK I They are supposed to
be circulating a list but if it arrives
with the same regularity as the Atari
Connection we will never get in touch
with each other! Start writing to PAGE 6
right away.
Type GRAPHICS 3 in Direct Mode then
press RETURN. Press the TAB key about 25
times then press RETURN, Now try hitting
various different keys.
Quite strange isn't it? I know what it
does - can somebody tell me why?
ACE of Oregon has already been
mentioned elswhere in this issue but
deserve another mention as their
Newsletter Editor, Hike Dunn was the
first to respond to this Editor's plea
for help in starting off PAGE 6. The
folks in America seem to be much more
into helping each other out and I hope
that Mike's quick response will spark off
the same sort of enthusiam in BUG &
elswhere in England.
ACE welcome overseas members and you can
join by sending an international Money
Order for $20.00 to Atari Computer
Enthusiasts, 3662, Vine Maple Dr. Eugene
Oregon, OR97401, USA. For your
membership you will receive by Airmail
about 10 issues of ACE Newsletter per
year and will probably make many new
friends in the States,
ft uml -f» SEneosiy .
SOFTCELL LTD
plays Santa Claus this
year to Atari 400* owners
We are very excited to announce the arrival of a full-stroke
typewriter Keyboard which completely replaces the Atari 400*
touch-sensitive keyboard. Extremely easy to install, it uses
proper typewriter keys, not calculator keys, and features all
Atari* function keys at an amazingly low retail price of £79.95.
Available from the following retailers, who also stock a com-
prehensive range of Softcell Limited third -party Atari software:
Gemini Electronics
50 he wton Street
Piccadilly, Manchester
Tek 061-236 3083
Hi-Fi Western Ltd
52 Cambrian Road
Newport, G went
Tel. 0653 62790
Mays Hi-Fi Ltd
27 Churchgate
Leicester
Tel. 0353 56662
Mkro-Spot
15 Moorftelds
Liverpool, Lanes
Tel. 05 1-2366628
norma n Audio
51 rishergate
Preston, Lanes
Tel. 0772 53057
R,E,W, Computers Ltd
114-U6CharingKRd
London WC2
Tel. 01-240 3586
5herwoods
G reat Western A read e
Birmingham 2
Tel. 02 1-23 6 72 11
Silica Shop Ltd
1-4 The Mews, Hatherley
Rd, 5idcup, ttent
Tel. 01-509 UH
Silicon Centre
7 Anbgua Street
Edinburgh
Tel. 03 1-557 4546
Trionic
144 5tation Road
Marrow, Middlesex
Tel. 01 8610036
or by direct mail order from us;
SOFTCELL LTD
26 (5 reat Corn bow, Halesowen, West
Midlands B63 3AE. Tel. 021-550 5063
Please allow 28
days for delivery
El
Dealer enquiries
will be welcomed
"Atari and Atari 400 are registered trademarks of Atari Inc.
M
ATARI
Ealisto Computers Ltd.
JOHNBRjGH] _STREET BIRMINGHAM 021-6 32 6458
SPECIAL OFFER-DECEMBER ONLY
! 10 / OFF ALL SOFTWARE !
on production of this ad,
^
ATARI 400 with Basic
language 249.95
without Basic languaqe
£199.95
ATARI
ATARI 800
with Basic language 16K
£499,95
ATARI 810
Disc Drive with DOS II
£299.95
ATARI410
Cassette Recorder
£49.99
ATARI 400 48 K
16K BASIC £299.99
GAMES
ASTEROIDS
BASKETBALL
MFSSILE COMMAND
PAG-MAN
SPACE INVADERS
SUPER BREAKOUT
CENTIPEDE
SUBMARINE COMMANDER
JUM60 JET PILOT
SOCCER
KICKBACK
MOUNTAIN SHOOT
DEFLECTIONS
ANGLE WORMS
LUNAR LANDER
REARGUARD
REARGUARD
JAW BREAKER
FROGGER
PROTECTOR
CHICKEN
DODGE RACER
KRAZY SHOOTOUT
SHOOTING GALLERY
RACE IN SPACE
GHOST HUNTER
GHOST HUNTER
ALIEN SWARM
ALIEN SWARM
HOTFOOT
GALACTIC CHASE
GALACTIC CHASE
AIR STRIKE
AIR STRIKE
SHAM US
NAUTILUS
CLOWNS 6 BALLOONS
TUMBLLBUGS
TRACK ATTACK
PACIFIC COAST HIGHWAY
CANYON CLIMBEfl
SHOP LIFTER
PREPPIE
APPLE PANIC
SLIME
SNOOKER &
BILLIARDS
DARTS
GHOST ENCOUNTERS
FIGUftEFUN
COMPUTE 4 and REVERSI
OWARI & BOLL & COW
EASTERN FRONT
ATARI 800
with Basic language 48K
£579.95
UPGRADES
for ATARI 400
32K £75.00 48 K £99.95
ROM
hCM
ROM
ROM
ROM
ROM
ROM
ROM
ROM
ROM
ROM
16k (c)
16k fc)
16k (c)
24*. {:)
ifik fc)
32k (d)
16Mcqj<J)
fc or d)
32k (c or d)
16k (c or d)
16k (c or d)
ROM
16k (c)
16k (c)
16k to
32k fd]
16k (c)
32k W
16k (c)
16k fc]
32k (rj)
tfik (c)
32k fd)
16kte)or32k(d)
32kfcofd)
16k (c or d)
24k(tj)
32k (d)
16k (c) or 32k fd)
m. {c) or 32k fd)
4Bk 'd''
16k (c) or 32k (d)
32k fd}
24k fc)
£29.95
£24 SO
£29.95
£23.95
E29.96
£24.50
£29.99
£34.99
£34.93
£29.99
£29.99
£12.50
£12.50
£12.50
£12.50
£16.50
£16.50
£23.96
£31.50
[23.00
£23.00
£19.25
£29,95
£16.75
£16.75
£19.95
£19.95
£21.95
£25.50
£7.50
£15.96
£20.25
£19.95
£19.95
£21 bO
£21.30
£21.80
£21.30
£21.80
£21 .SO
£21 JO
£21.80
£19.95
£21.80
£21,80
16k (c) £19.99
16k (c) £19.99
16k (c) Of 32k (d) £19.95
16*. (C) £14.99
16k fc) £14.99
16k fc) £14.99
16k I'c) £24.5C
ADVENTURE GAMES
ADVENTURELAND 24k fc) £16.50
PIRATE ADVENTURE 24k fc) £16.50
MISSION IMPOSSIBLE 2*k fc £16.50
VOODOO CASTLE 24k fc) £16.50
THE COUNT 24k fc) £16 50
STRANGE ODYSSEY 24k fc £16.56
MYSTERY FUNHOUSE 24k fc £16.50
PYRAMID OF DOOM 24k C £16,50
GHOST TOWN 24k c £16.50
SAVAGE ISLAND PART I 24k c) £16.50
SAVAGE ISLAND PART II 24k fc) £16.50
GOLDEN VOYAGE 24k h) £16.50
ZORK I 32k fd) £30.96
70 RK II 32* fd) £30.95
DEADLINE 32k (d £39.50
BOMB HUNTER 16k (c) £17.96
CAVES OF DEATH 32* {cj £19 -^
GAMES SOFTWARE
COMPUTER CHESS ROM £24.50
VIDEO EASEL ROM £24.50
STAR FLITE 32k fc) £16,50
STAR FLITE 40k fd £20.25
SUNDAY GOLF 16k (c) £12.50
GALACTIC TRADER 32k fc) £16-50
GALACTIC EMPIRE 3?k fc) £16.50
MISSION ASTEROID 40k fd) £22,25
WIZARD & PRINCESS 40k fd) £29.50
ULYSSES & THE GOLDEN
FLEECE 40k (d) £31.95
CROSSFIRE 32k (d) £23.95
MOUSATTACK 32k fd) £31.50-
THRESHOLD 4flKfd) £31.95
ACTION QUEST 16k ft) Of 32k (d) £19.56
ANALOG ADVENTURE ' 32k (d) £18.99
CRYPTS OF TERROR 16k (c) £21.95
CRYPTS OF TERROR 32k (d) £25.50
CRUSH. CRUMBLE, CHOMP 32k (c) £22.45
RICOCHET 16k fc) £14.95
STAR WARRIOR 32k (c) £29.95
TEMPLE OF APSHAI 32k (c) £29.95
UPPER REACHES OF APSHAI 32k (c £14.95
RESCUE AT RIG EL 32k fc £22.45
INVASION ORION 24k c £10.75
DATESTONES OF RYN 32k fc £14.95
IVLHDER A" AWESCM FALL 1G.dc) E12.85
"OJ-iNAHEMT « BALL POOL 16k Cj £19-50
DARTS 16k fc) £19.50
CRIBBAGE & DOMINOES 16k fc) £19.50
BRITISH JIGSAW PUZZLES 16k fc) £19.50
EUROPEAN JIGSAW POMES 16k (t) £19.50
NURSERY RHYMES I 16k fc) £19,50
NURSEiRY RHYMES II 16k (c) £19-50
850
Interface Module
£135.00
ACCESSORIES
16k RAM (BOO)
16k RAM BOARD (BOO)
32k RAM PACK (SOD) '
32k UPGRADE 1400)
DOS 2 MASTER DISKETTE
BOOKS AND MANUALS
DE-RA ATARI
MASTER MEMORY MAP
GENERAL SOFTWARE
WORD PROCESSOR
INVITATION TO PROGRAMMING 1
INVITATION TO PROGRAMMING 3
CONVERSATIONAL FRENCH
CONVERSATIONAL GERMAN
CONVERSATIONAL ITALIAN
CONVERSATIONAL SPANISH
MINI WORD PROCESSOR 32k (c)
KIDS 1 16k fc)
KIOS II 16k (c)
BOBS BUSINESS 16k (c)
GRAPHICS MACHINE d)
PLAYER PIANO t&k [C
MICROPAINTER 4&k fd)
GRAPHIC MASTER 40k fd)
GRAPHIC GENERATOR 32k fd)
SAM. 32k (it)
ABUSE 48k fd)
HOME FINANCIAL
MANAGEMENT 16k (c)
MICROSOFT BASIC 48k (d)
TUTORIALS
DISPLAY LISTS 16k (c)
HORIZONTAL & VERTICAL
SCROLLING
PAGE FLIPPING
BASICS OF ANIMATION
PLAYER MISSILE
GRAPHICS
SOUNDS
BUSINESS AND UTILITIES
GCA DATA MANAGEMENT
TEXT WIZARD
3-D SUPERGRAPHICS 40k
K-DOS
Macro Assembler
Machine Language Monitor
Monkey Wrencti fSOOonly)
Memory tesl
16k (c)
16k c
16k (c)
32k (c)
16k fc)
m
m
fc or d)
4Dk(c;
40k fd
ROM
16k (c)
£40.00
£65.00
£1 15.00
£69.95
£21.95
£16.00
£495
£99.95
£15.95
£22.95
£3095
£39.95
£39.95
£39.95
£9.95
£9.95
£9.95
£9.95
£13.50
£9,95
£25.50
£29.10
£18.20
£43.76
£14.50
£19.99
ES9.89
£13.95
£13.95
£'3.95
£13.95
£19.95
£13.95
£101.00
£99.95
£39.99
£53.95
£51.50
£55.50
£25.95
£30.96
£51,50
£7.95
I"
To: CALISTO COMPUTERS LTD, 1 19 JOHN BRIGHT STREET BIRMINGHAM
PLEASE ACCEPT MY ORDER FOR THE FOLLOWING PflOGRAMS.;-
1. ...
2 &asp»(ch to
EaKsto Computers Lid.
Mima: .
Addrv&&:
Chaque No , t or £.
Please dabit rny credit card ACCES5WISA No
enclosed.
SPECIALISTS IN MICROCOMPUTERS AND SOFTWARE
PhOmontonwvlconwanOZl^XEMSB c, nnari "9 JOHN BRIGHT STREET, BIRMINGHAM Bl 1BE
Dear Reader,
Thank you for baying a copy of Page 6. I hope you enjoy reading the
magazine - please write to me with your views.
The magazine has been put together by a few Atari enthusiasts to try
and establish a good U.K. magazine which will enable Atari owners to share their
Jaiowledge and enjoyment of Atari oonputers. Page 6 is intended to be a "user 1
magazine purely to promote interest in Atari computing. It will not make vast
profits - all monies will be ploughed back to make the magazine bigger and better.
YOU can ensure the mgazine's future in the following ways:-
SUPPQRT OUR ADVERTISERS - they were willing to support the
magazine without seeing the first copy. Buy seme software from
them or write for their catalogues. PLEASE MAKE SURE YOU TELA,
THEM THAT YOU SAW THEIR AD IN PAGE 6.
SUBSCRIBE to the mgazine - this way we will have a better idea
of how many people are really interested.
WRITE FOR THE MAGAZINE - we are totally dependent on user support.
Articles, programs, letters are all welcomed, indeed are MECESSARY
for the magazines survival.
I look forward to hearing from you - please write. If you require a
reply or would like articles or programs returned, please enclose a s.a.e. or
sufficient postage.
Enjoy your Atari, ^ minghan . ^